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*Target lock enemies by holding down the Control key and left-clicking on the overview. Holding Control down also has the advantage of locking the overview sorting display in its current order - new targets will appear at the bottom, existing targets no longer on grid will be greyed out. | *Target lock enemies by holding down the Control key and left-clicking on the overview. Holding Control down also has the advantage of locking the overview sorting display in its current order - new targets will appear at the bottom, existing targets no longer on grid will be greyed out. | ||
*A 'point' is a warp jammer. Pointing means activating a warp scrambler or disruptor on a target. A one-point or long-point is a warp disruptor. A two-point or short-point is a warp scrambler. In small gangs, it is usually a good idea to call points on voice comms. However, in the Uni, you should not do so unless instructed by your FC. | *A 'point' is a warp jammer. Pointing means activating a warp scrambler or disruptor on a target. A one-point or long-point is a warp disruptor. A two-point or short-point or scram is a warp scrambler. In small gangs, it is usually a good idea to call points on voice comms. However, in the Uni, you should not do so unless instructed by your FC. | ||
*Set your default orbiting distance to 7500m. You can do this when undocked, select an object in the overview that is nearby, and the right-click the Orbit button in the 'Selected Item' window. Having a default orbit of 7.5 km will keep you out of most smartbomb range, but within Stasis Web and Warp Disruptor range. If you know that the target has no smartbombs, you can approach to orbit close and increase your angular velocity to be harder to hit. Only battleships and larger ships fit smartbombs usually. If the enemy is in a battlecruiser or smaller ship, feel free to orbit closer. Some faction smartbombs have a range greater than 7.5 km but they are expensive and usually only fitted on capital ships. | *Set your default orbiting distance to 7500m. You can do this when undocked, select an object in the overview that is nearby, and the right-click the Orbit button in the 'Selected Item' window. Having a default orbit of 7.5 km will keep you out of most smartbomb range, but within Stasis Web and Warp Disruptor range. If you know that the target has no smartbombs, you can approach to orbit close and increase your angular velocity to be harder to hit. Only battleships and larger ships fit smartbombs usually. If the enemy is in a battlecruiser or smaller ship, feel free to orbit closer. Some faction smartbombs have a range greater than 7.5 km but they are expensive and usually only fitted on capital ships. | ||
*Do not shoot cap while tackling. If you have guns that use cap, | *Do not shoot cap while tackling. If you have guns that use cap, don't shoot them while tackling, or if you'll need to tackle soon. Missiles and projectile turrets don't require cap. This advice can be ignored if you have verified you are [[Capacitor_Management_101#What_is_.22cap_stable.22.3F_Do_I_want_it.3F|cap stable]] with guns blazing. | ||
*Don't use AB or MWD while camping a gate, nor when aligning. Use AB and MWD to approach targets, or to get away from them if they have smartbombs. Using AB should be fine while orbiting a target, but it depends a lot on your skills and the ship you're flying. Most tacklers should not orbit targets with MWD active, although there are exceptions like interceptors. | *Don't use AB or MWD while camping a gate, nor when aligning. Use AB and MWD to approach targets, or to get away from them if they have smartbombs. Using AB should be fine while orbiting a target, but it depends a lot on your skills and the ship you're flying. Most tacklers should not orbit targets with MWD active, although there are exceptions like interceptors. | ||
*If the FC did not give any specific instructions for who tacklers should point, then pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. This will usually | *If the FC did not give any specific instructions for who tacklers should point, then pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. This will usually ensure that the fleet's points are spread relatively evenly among our enemies. Sorting the overview by character name can help in the target selection if it is done this way. Sometimes the FC will give specific orders, for example: "Squad 1 tacklers should point the primary, Squad 2 tacklers should point the secondary, all other tacklers should pick targets at random." If you are trying to point a random target and you notice he is too far away or too fast to catch, use your best judgment, and consider tackling something else instead. | ||
*Unless you have just jumped through a gate and are holding cloak or are waiting for orders at a POS, you should ALWAYS be moving. If you are holding at a gate then you should be in an Offensive Gate Camp (OGC), if you are around a planet or somewhere else then you should be orbiting one of the larger (BC/BS) ships outside of smart bomb range. This can be anywhere between 7.5km to 30km. | *Unless you have just jumped through a gate and are holding cloak or are waiting for orders at a POS, you should ALWAYS be moving. If you are holding at a gate then you should be in an Offensive Gate Camp (OGC), if you are around a planet or somewhere else then you should be orbiting one of the larger (BC/BS) ships outside of smart bomb range. This can be anywhere between 7.5km to 30km. | ||